i guess you can get that way when you have played games that were made to be played just about every day for the last 10 years
I'm afraid I have no clue what you're trying to say here.
plenty of times i have only been holding down the dodge button and standing still or even just walking and been hit
I haven't.
because this is an unacceptable presentation (especially considering this game was first announced like a decade ago as Versus FFXIII but is two steps back from any Kingdom Hearts title) and the lack of effort put into delivering a quality product is very clear despite being sold at a quality price. It's obvious much of the game was rushed.
The only Kingdom Hearts titles that even come close to the quality of XV are the first two, and they're completely broken unless you play on Proud or Critical mode. It's also not obvious the game was rushed. Based on which sections of the game struggle the most, it's clear that the problem was that it had two directors. Nomura is terrible at storytelling, and has huge issues making things mechanically balanced. And you can tell which sections of the game have the most of his fingerprints all over them. It was a struggle between making a sensible game, and making a Nomura game; that damaged it overall. However, I wouldn't even get close to saying that it has a lack of effort.
if the effort in presentation of major titles is going down, then the price tags need to go down - not up. this isn't a spinoff, it's not a gameboy title, this is a main series title of an established franchise. It's representative of your brand and all your company has to offer.
I would agree (although value is subjective)... if the effort was actually going down. But it's not. Also, games are already generally rather cheap. Or would you prefer going back to the late 80's, where some basic platformers that were utterly broken and only lasted an hour could cost you $80... in 80's money?
If I had to vent my biggest gripes, they are as follows:
-you spend 80 hours holding L1 despite the fact dodge has more mood swings than my ex
-ignis and prompto constantly need to be babysat
- "secret dungeons" that are more like "secret anthills" than postgame content
-fuckin invisible walls everywhere
-I never found a controller configuration that felt comfortable or worked for me. I've had a lot of trouble activating armiger and armiger chains and admittedly it is difficult to ever find a comfortable point to dodge roll. It's the 20th century - remapping keys should be an option if you are going to make them this awkward.
-camera as stated
-navigating lock on is harder than watching my mates trying to score at the bar sometimes
-super long load times
If you spent the whole game holding the dodge button, then you're doing it wrong. That's not the game's problem, because again, it guides you toward the correct direction in the tutorial. Not to mention normal action conventions would tell you otherwise anyway.
Didn't have a problem with Ignis or Prompto.
Haven't gotten to any secret dungeons yet (I don't think) so I can't comment.
Most invisible walls here are warranted, some are not.
I found that controller configuration 3 works just fine. I agree that remapping controls should always be an option, but I can't level that against this game specifically when 99/100 games don't allow you the freedom to remap everything either. Hell, most J-RPGs don't allow you to remap anything.
Armiger is a bit difficult to initiate, mostly because it uses the same exact (rather silly) button combination as permanent lock-on does. For me, that's L1+R1. But since R1 is the map, trying to permanently lock on or use the Armiger more often than not ends up in me entering the map over and over again.
As said before, the lock-on is genuinely an issue. However, switching targets (assuming that's what you mean by 'navigating') is super simple. Left and right on the right stick switches targets to the next closest in that direction, just like in Dark Souls. That's actually a fantastic lock-on solution. The only thing that causes issue is the amount of enemies often present, and their speed. It makes using the target switching effectively, more difficult than in Souls. But as I said before, the lock-on function is nearly always inferior to fighting without it, so that's somewhat a moot point. Worth criticizing for sure because it wasn't implemented correctly. But once you know it, it's kind of your fault if you continue to let it get in your way.
I can't necessarily comment on the load times. They'll be different between the PS4, the PS4 Pro on Lite Mode, the PS4 on High Mode, and the Xbox One. I'm using a Pro on Lite Mode. Pro already tends to have slightly shorter load times, even on games that don't have Pro support (most likely due to the added GB of RAM used exclusively for background tasks, meaning more of the GDDR5 can be used for other tasks). And since I don't have to deal with the slightly longer draw distances/LoD, and higher res shadows, etc., it probably loads less in Lite Mode than High Mode. My average load time is about 3-15 seconds, with the ultra rare longer ones never lasting more than 30 seconds. That's about par for the course in my experience for most modern titles. Some like Witcher 3, Elder Scrolls, or Just Cause are significantly worse, with ones like GTA V being about the same. But again, that's just with my setup; it could be far worse on any of the others. I don't know.